KIPS Transactions on Computer and Communication Systems
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v.11
no.3
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pp.73-82
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2022
Auto-scaling is one of the most important functions for cloud computing technology. Even if the number of users or service requests is explosively increased or decreased, system resources and service instances can be appropriately expanded or reduced to provide services suitable for the situation and it can improves stability and cost-effectiveness. However, since the policy is performed based on a single metric data at the time of monitoring a specific system resource, there is a problem that the service is already affected or the service instance that is actually needed cannot be managed in detail. To solve this problem, in this paper, we propose a method to predict system resource and service response time using a multivariate time series analysis model and establish an auto-scaling policy based on this. To verify this, implement it as a custom scheduler in the Kubernetes environment and compare it with the Kubernetes default auto-scaling method through experiments. The proposed method utilizes predictive data based on the impact between system resources and response time to preemptively execute auto-scaling for expected situations, thereby securing system stability and providing as much as necessary within the scope of not degrading service quality. It shows results that allow you to manage instances in detail.
Journal of the Korean Society for information Management
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v.40
no.2
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pp.211-241
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2023
With rapidly changing technological implementation of operating systems of businesses, the Ministry of foreign affairs (MOFA) of the Republic of Korea (ROK) has been undergoing digital transformation to its overall operations with the intent to innovate information and knowledge management (IKM) strategies since the mid-2000s. However, assessment as to the effectiveness of implemented IKM has been inadequately analyzed. This study aims to assess the concepts and limitations of the MOFA's current IKM strategies and the methods it employs to deliver its IKM framework, in light of strengthening the organizational ambidexterity and absorptive capacity, and also fostering organizational innovation through a qualitative study that involves interviews and analysis of reports from MOFA. The MOFA's IKM possesses dynamic capabilities to adapt to changing digital technologies. However, the institution's IKM is constrained by limitations associated with the utilization of the IKM system such as a structure that handles confidential documents and a lack of a collaborative system for IKM, and external limitations such as changes in the domestic political situation governing MOFA's priorities and the hierarchy of government organizations. Consequently, developing the organizational ambidexterity and absorptive capacity was not possible. To develop an IKM framework for organizational innovation, the MOFA must devise a way to minimize the impact of external changes by overcoming internal limitations. To that end, a detailed study on the development of a practically usable IKM system should include establishing a dialogue between job groups and enhancing employee competency in preparation for a changing environment.
The Journal of the Convergence on Culture Technology
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v.9
no.6
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pp.1173-1178
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2023
In modern society, there is a tendency to emphasize efficiency and lead to detailed planning of team projects and individual tasks within organizations. In a 24-hour routine, the ability to use time effectively is considered an indicator of conscientiousness, and people try to imitate planned and organized people and utilize various systems to manage their daily lives. The reason why you want to perform a given task efficiently is because it affects the success or failure of the project by completing the task within a set period of time. Neglecting the project schedule is considered a major risk that threatens a successful outcome. This applies not only to large-scale organizational projects but also to individual life, and utilizes a variety of schedule management tools that emphasize time-based efficient management. In project management, it is necessary to carefully understand the detailed work progress rather than simply based on Today. In this paper, we propose an Android application that can manage schedules by accessing the user's project in units of tasks rather than dates, and introduce its implementation. The application we implemented in this paper can manage the project's goals and schedule by registering the project to which the user belongs. In addition, it provides the ability to approach work efficiently by visualizing the progress of the entire project or individual goals. As a result, users can use the application we propose in this paper to focus on their projects and manage schedules by task, thereby improving the overall efficiency of the project.
Ji, Youngrae;Shim, Hyeon-Pyo;Baek, Jongho;Park, Hyoung-Yong
Journal of The Korean Association For Science Education
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v.37
no.6
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pp.937-949
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2017
In this study, we investigated how science teachers perceive the changes in school systems, including infrastructure and curriculum, in the context of preparing for future education. And the changes in their perception of the educational environment, the challenges, and changes of science teachers' classroom practices were also explored. In-depth interviews and analysis were conducted with two science teachers in a middle school that is trying to innovative on changes compared with general schools. The results of the study are as follows: First, teachers perceived that their schools had factors that could change the science class in terms of school size and infrastructure, peer teacher culture, and students' abilities. Second, the enthusiasm of teachers who are trying various ways of teaching and the students' ability to adapt in a smart learning environment formed a synergistic circle that lowered entry barriers to trying changes. Third, science classes changed to activity-centered classes, and teachers realized that these changes promoted students' self-directed learning. Fourth, teachers perceived themselves as playing an independent role in curriculum management, and this perception promoted more varied attempts in improving their classes. Through the changes of the learning environment and systems of the school and the formation of a culture that shares their challenges and innovations with the voluntary learning community, teachers constantly try to change their classes and schools. The changes of school need to be understood in the context of the interaction of teachers, students, and infrastructure.
Hacking has raised many critical issues in the modern world, particularly because the size and cost of the damages caused by this disruptive activity have steadily increased. Accordingly, many significant studies have been conducted by behavioral scientists to understand hackers and their practices. Nonetheless, only qualitative methods, such as interviews, meta-studies, and media studies, have been employed in such studies because of hacker sampling limitations. Existing studies have determined that intrinsic motivation was the dominant factor influencing hackers, and that their techniques were mainly acquired from online hacking communities. However, such results have yet to be causally proven. This study attempted to identify the causal factors influencing the motivational and environmental factors encouraging hackers to learn hacking skills. To this end, hacker community members using the theory of planned behavior were observed to identify the causal factors of their learning of hacking skills. We selected a group of students who were developing their hacking skills. The survey was conducted over a two-week period in May 2015 with a total of 227 students as respondents. After list-wise deletion, 215 of the responses were deemed usable (94.7 percent). In summary, the hackers were aware that hacking skills are considered socially unethical, and their attitudes toward the learning of hacking skills were affected by both intrinsic and extrinsic motivations. In addition, the characteristics of the online hacking community affected their perceived behavioral control. This study introduced new concepts in the process of conducting a causal relationship analysis on a hacker sample. Moreover, this research expanded the discussion on the causal direction of subjective norms in unethical research, and empirically confirmed that both intrinsic and extrinsic motivations affect the learning of hacking skills. This study also made a practical contribution by raising the educational and policy response issues for ethical hackers and demonstrating the necessity to intensify the punishment for hacking.
Service innovation is one means of gaining an advantage in a highly competitive environment. Although numerous studies have stressed the importance of service innovation, traditional good-dominant logic is still used in service innovation literature. Furthermore, few studies have been conducted on the link between service innovation and its antecedents in terms of service-oriented approach. To fill the gap, this article theoretically and empirically examines service innovation and its antecedents and consequences. Based on service-dominant logic and resource advantage theory, the current study aims to understand the effect of antecedents on service innovation as well as to identify the effect of service innovation on firm performance (i.e., non-financial and financial performance). Three service innovation activities, namely service creation-focused innovation, service delivery-focused innovation, and customer interaction-focused innovation, and four antecedents of service innovation, including human resource management capability, collaboration capability, marketing capability, and information technology capability, are identified based on Den Hertog (2000)'s service innovation framework. By using the empirical data collected from 189 service firms in Korea, this study explores the causal relationship among antecedents, service innovation and firm performance. Findings indicate that human resource management and marketing capabilities influence the three types of service innovation, whereas collaboration and information technology capabilities have a significant effect on both service creation-focused innovation and service delivery-focused innovation. In particular, human resource management capability is strongly related to customer interaction-focused innovation. The three types of service innovation have a positive influence on non-financial performance, whereas service delivery-focused innovation and customer interaction-focused innovation positively influence financial performance. These results support the crucial effects of antecedents, such as human resource management, collaboration, marketing and information technology capabilities, on service innovation.
The benefit that a consumer derives from the use of a good often depends on the number of other consumers purchasing the same goods or other compatible items. This property, which is known as network externality, is significant in many IT related industries. Over the past few decades, network externalities have been recognized in the context of physical networks such as the telephone and railroad industries. Today, as many products are provided as a form of system that consists of compatible components, the appreciation of network externality is becoming increasingly important. Network externalities have been extensively studied among economists who have been seeking to explain new phenomena resulting from rapid advancements in ICT (Information and Communication Technology). As a result of these efforts, a new body of theories for 'New Economy' has been proposed. The theoretical bottom-line argument of such theories is that technologies subject to network effects exhibit multiple equilibriums and will finally lock into a monopoly with one standard cornering the entire market. They emphasize that such "tippiness" is a typical characteristic in such networked markets, describing that multiple incompatible technologies rarely coexist and that the switch to a single, leading standard occurs suddenly. Moreover, it is argued that this standardization process is path dependent, and the ultimate outcome is unpredictable. With incomplete information about other actors' preferences, there can be excess inertia, as consumers only moderately favor the change, and hence are themselves insufficiently motivated to start the bandwagon rolling, but would get on it once it did start to roll. This startup problem can prevent the adoption of any standard at all, even if it is preferred by everyone. Conversely, excess momentum is another possible outcome, for example, if a sponsoring firm uses low prices during early periods of diffusion. The aim of this paper is to analyze the dynamics of the adoption process in markets exhibiting network effects by focusing on two factors; switching and agent heterogeneity. Switching is an important factor that should be considered in analyzing the adoption process. An agent's switching invokes switching by other adopters, which brings about a positive feedback process that can significantly complicate the adoption process. Agent heterogeneity also plays a important role in shaping the early development of the adoption process, which has a significant impact on the later development of the process. The effects of these two factors are analyzed by developing an agent-based simulation model. ABM is a computer-based simulation methodology that can offer many advantages over traditional analytical approaches. The model is designed such that agents have diverse preferences regarding technology and are allowed to switch their previous choice. The simulation results showed that the adoption processes in a market exhibiting networks effects are significantly affected by the distribution of agents and the occurrence of switching. In particular, it is found that both weak heterogeneity and strong network effects cause agents to start to switch early and this plays a role of expediting the emergence of 'lock-in.' When network effects are strong, agents are easily affected by changes in early market shares. This causes agents to switch earlier and in turn speeds up the market's tipping. The same effect is found in the case of highly homogeneous agents. When agents are highly homogeneous, the market starts to tip toward one technology rapidly, and its choice is not always consistent with the populations' initial inclination. Increased volatility and faster lock-in increase the possibility that the market will reach an unexpected outcome. The primary contribution of this study is the elucidation of the role of parameters characterizing the market in the development of the lock-in process, and identification of conditions where such unexpected outcomes happen.
Smart Factory is different from existing factory automation in that it aims to produce personalized products with minimum time and cost through ICT. However, previous researches, not from consumers but from product suppliers, have focused on technology trends and technology application methods. In order for Smart Factory to be successful, it must go beyond supplier-focus to meet the needs of consumers. In this study, we surveyed the purchase intention of the personalized product manufactured by smart factory. Influencing factors of purchase intention were drawn as consumers' need for uniqueness, innovativeness, need for touch, and privacy concern, based on previous research. As results of data analysis, it was confirmed that respondents were willing to purchase personalized products, and that consumers' need for uniqueness, innovativeness, and need for touch had a significant impact on purchase intention of personalized products. Our findings can be summarized as follows. First, Consumers' need for uniqueness was found to have positive effects(${\beta}=0.168$) on purchase intention of personalized products. The desire to differentiate themselves from others will be reflected in their personalized products. Therefore, consumers with a higher desire for uniqueness tend to be more willing to purchase personalized products. Second, consumer innovativeness was found to have positive effects(${\beta}=0.233$) on purchase intention of personalized products. Personalized shoes suggested in this study is a new type of personalized product that is manufactured by the latest information and communication technologies such as multi-function robots and 3D printing. Therefore, consumers seeking innovative new experiences are more willing to purchase personalized products. Third, need for touch was found to have positive effects(${\beta}=0.299$) on purchase intention of personalized products. In a smart factory environment, prosuming participation is given to consumers. If consumers participate in the product development process and reflect their requirements on the product, they are expected to increase their purchase intention by virtually satisfying the need for touch. Fourth, privacy concern was found to have no significantly related to purchase intention of personalized products. This is interpreted as a willingness to tolerate the risk of exposing personal information such as home address, telephone number, body size, and preference for consumers who feel highly useful in personalized products.
With the recent rapid development of ICT(Information and Communication Technology) and the popularization of digital devices, the size of the online market continues to grow. As a result, we live in a flood of information. Thus, customers are facing information overload problems that require a lot of time and money to select products. Therefore, a personalized recommender system has become an essential methodology to address such issues. Collaborative Filtering(CF) is the most widely used recommender system. Traditional recommender systems mainly utilize quantitative data such as rating values, resulting in poor recommendation accuracy. Quantitative data cannot fully reflect the user's preference. To solve such a problem, studies that reflect qualitative data, such as review contents, are being actively conducted these days. To quantify user review contents, text mining was used in this study. The general CF consists of the following three steps: user-item matrix generation, Top-N neighborhood group search, and Top-K recommendation list generation. In this study, we propose a recommendation algorithm that applies an extended similarity measure, which utilize quantified review contents in addition to user rating values. After calculating review similarity by applying TF-IDF, Word2Vec, and Doc2Vec techniques to review content, extended similarity is created by combining user rating similarity and quantified review contents. To verify this, we used user ratings and review data from the e-commerce site Amazon's "Health and Personal Care". The proposed recommendation model using extended similarity measure showed superior performance to the traditional recommendation model using only user rating value-based similarity measure. In addition, among the various text mining techniques, the similarity obtained using the TF-IDF technique showed the best performance when used in the neighbor group search and recommendation list generation step.
Journal of Korea Society of Industrial Information Systems
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v.28
no.6
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pp.53-62
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2023
This paper has suggested the necessity of introducing training contents using XR(Extended reality) technology as a way to lower the high rate of nursing accidents among unskilled technical personnel in domestic shipbuilding industry, focusing on cable pulling using winch. The occurrence rate of nursing accidents in the domestic shipbuilding industry was almost double(197.4%) (2017~2020) when compared with other manufacturing industries. In particular, it is worth noting that more than 31.8% of nursing accidents in the shipbuilding industry occurred among workers whose job experience is no more than 6 months. Most of new workers are seen to have hard time due to several factors such as lack of work information, inexperience, and unfamiliarity with the working environments. This indicates that it is essential to incorporate more effective training method that could help new workers become familiar with technical skills as well as working environments in a short period of time. Currently, education/training at the domestic shipyard is biased toward technical skills such as welding, painting, machine installation, and electrical installation. Contrary, even more important training required to get new workers used to the working environment has remained at a superficial level such as explaining ship building processes using 2D drawings. This may be the reason why it is inevitable to repeat similar training at OJT (On-the-Job Training) even at the leading domestic companies. Domestic shipbuilding industries have been attracting a lot of new workers thanks to recent economic recovery, which is very likely to increase the occurrence of disasters. In this paper, the introduction of training using XR technology was proposed, and as a specific example, the process of pulling cables using winches on ships was implemented as XR-based training content by using Unity. Using the developed content, it demonstrated that new workers can experience the actual work process in advance through simulation in a virtual space, thereby becoming more effective training content that can help new workers become familiar with the work environment.
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